Thursday, March 5, 2009

HERO System: Does Call of Cthulhu

I've mention before that one example of useful Personality Mechanics is the metaphysical attack, effectively something outside the character's mind damaging his mental abilities (as opposed to him giving into his own weaknesses).

I used Call of Cthulhu as a possible example, although with that system the players and GM have to define the mechanics to work that way.

Here's how you manage the same concept n HERO System, plus gain the advantage of the cause behind the effect being clear:


  • Insanity Transform: target to insane version of the target (Minor 10 pts per die): 1d6; No End Cost (+1/2), Continuous (+1), Persistent (+1/2), Based on Ego Combat Value- affects Ego (+1), Area Effect- Radius 4x (+1 1/2), Adds Damage to other CoC Insanity Transforms (+1/2), Fully Invisible (+1), Can affect individual targets only once per encounter (-1), Always on (-1/4), No Range (-1/2). Total Active Points 70, Real Cost: 25 points.

Each creature that causes insanity would buy this ability. One can buy more effect die to represent the more Sanity Blasting creatures. That would also increase the radius of the effect (4" per die) and that suits my tastes. You could for the worst of the setting even add Mega-Scale to the Area Effect and have it blast entire cities with its mere presence...

While this handles the basic CoC Sanity Mechanic, you might want something to represent the short term immediate impact of encountering fearsome critters. Try this:

  • Fearsome: +1d6 PRE (5 pts), may only be used for Presence Attacks based on Fear (-1). Active Cost 5 pts, Real Cost 2 pts.

Again, more dice can be brought for the more fearsome encounters. Presence Attacks in HERO nicely represent the immediate "oh my..." reaction. Unlike the transform above the effect is likely limited to a single Character Phase.

The above is a slightly different favor than the CoC mechanic, but hits all the core requirements of the setting.

2 comments:

Joshua Macy said...

My HERO-fu is pretty rusty, but I don't think Always On is kosher... for a Cthulhoid horror that seems like a limitation that doesn't actually hinder.

Gleichman said...

@jamused: I added the 'always on' because such creatures also drive their followers & summoners mad. If one (as I do) plays up the cult aspect of these creatures, that should be respresented.

There is also something else subtle about that build. It doesn't have 'hole in the middle' or 'personal immunity'- the creature also drives itself mad.

And that too suits the setting :)

This of course can be changed depending upon the details of the setting. One of the joys of HERO is that one can make such fine adjustments without altering rules.